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So, this is directly from voxels or MV ? Take your time to make a separate render pass for each rim light and combine them in Ps. Better results, easy to do.

heh, thanks for the advice, I'm not to worried about making it look good at the moment. but I agree completely that the symmetry is killing it. I wish I could put a asymmetry lattice over the volume while I work symetrically.

I know I could comp it in Ps, but it kinda defeats my goal of mastering the tool if I switch tools. I've done my share of tool hopping believe me. I figure if I share what hits my cutting room floor while I warmup it might be interesting.

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I like the horned fella. Nice muckabouts your doing here. Lovely to watch you dropping to and from vox to surface in first video. Makes me want to experiment further with Surface tools and Key bindings. :good:Cool stuff.

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Really nice. I liked how you fleshed out the look of the character as you go, in the time lapse video. I prefer to do that with characters I may design myself....only so much I can do in 2D with sketching.

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Really nice. I liked how you fleshed out the look of the character as you go, in the time lapse video. I prefer to do that with characters I may design myself....only so much I can do in 2D with sketching.

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What I'm trying to say is that there's a limit when materializing our ideas and this isn't fair. Similar limits in traditional sculpting-painting-drawing and still not fair. It never was. LOL

not sure where fairness comes into it

I usually just draw the topology on in manually with this kind of case #13 (to be fair, but for shippable models like this, I wouldn't make them with voxels to start with). that I can with voxels is interesting and a fast way to concept.

It will take a few more generations of the algorithms and implementations like autopo to get it "right" and handle cases like this. we are born too early.

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As long we can't fully use an advanced render directly from vox room (btw I really like the 3ds internal). As long we can't paint on voxels directly. As long we cant animate or whatever.

We can export a tri decimated mesh but its heavy and really difficult or impossible to UV and texture it. On static models (like rocks etc) I sometimes export a fully decimated tri mesh and re-import it to retoporoom for UVs and baking. It works great in more cases.